Glory

Bonus Skirmish Rules

by Rudy Scott Nelson


GLORY is a set of miniatures rules designed to simulate skirmish warfare during the years from 1740 to 1914. The rules allow players to conduct small scale, less than thirty castings per player, actions. Additional rules will be provided in later so that massive battles can be recreated. GLORY was designed by Rudy Scott Nelson. The original Copyright date was 1983. This edition has simplified several aspects of the system while providing rules for mass combat actions. An unregistered version of the copyright material has been processed in 1999. A registered copyright has been applied for in 1999.

TABLE OF CONTENTS

1.1 Game Scale
1.2 Mounting
1.3 Sequence of Play

Command and Control 2.1 Orders
2.2 Signals
2.3 Troop Classes
2.4 Casualties

Morale 3.1 Morale Checks
3.2 Morale Failure
3.3 Check Procedures

Formations
4.1 General
4.2 Positions
4.3 Formation Deployments (Mass Rules)
4.4 Unit Formations

Movement
5.1 Movement Points
5.2 Flee Movement
5.3 Formation Movement (Mass Rules)
5.4 Transports
5.5 Artillery Crew Operations

Melees
6.1 General
6.2 Close Assault Fires
6.3 Combat Resolution
6.4 Melee Value Chart

Weapon's Fire
7.1 Skirmish Fire
7.2 Volley Fire (Mass Rules) 7.3 Sighting
7.4 Ammunition
7.5 Blocking Features

Artillery
8.1 General 8.2 Ammo Types

Tactical Terrain
9.1 General
9.2 Predominant Terrain
9.3 Linear Features
9.4 Special Features
9.5 Water Features

Organizations
10.1 Troop Points
10.2 Organizations
10.3 Leaders
10.4 Reorganizations

1.1 GAME SCALE

One casting represents one combatant
One turn equals 20-30 seconds
One inch equals two (2) yards/meters when using 25mm+ scale castings
One inch equals five (5) yards/meters when using 15mm scale castings
One cm equals one meter in 15mm scales and 1/2 meter in 25mm+ scales
One Movement Point (MP) equals 10 yards/meters.

1.2 Casting Mounting System

MOUNTING
Type
15-20 mm
Width X Depth
25-30mm
Width X Depth
Remarks
FOOT1/2" x 1/2"3/4" x 3/4"(Or use round washers)
HORSE1/2" x 1"3/4" x As needed-
Arty Gun1 1/2" x 1 1/2"3" x 3"-
Wagon/Limber1 1/2" x 3"3" x As needed-

1.3 SEQUENCE OF PLAY

A. FIRE PHASE

    1. INITIAL GATLING GUN FIRE
      a. Fire Guns
      b. Remove Casualties
      c. Check Morale
    2. SKIRMISH FIRE
      a. Fire Individuals
      b. Remove Casualties
      c. Check Morale

B. MOVEMENT PHASE

    1. REVEAL TACTICAL ORDER CHITS/
    2. CHARGE DECLARATIONS
      a. Target Response (Counter-charge OR Stand and Receive OR Flee)
      b. Conduct Charge and Counter-charge moves.

    2. SKIRMISH NON-CHARGE MOVEMENT (INDIVIDUALS)

      a. Mounted Movement
      b. Foot movement

    3. ARTILLERY FUNCTIONS (LIMBER, PROLONGE, CHANGE DIRECTION)
    4. TRANSPORT FUNCTIONS (LOAD, UNLOAD, MOVEMENT)

C. SECONDARY FIRE PHASE (MGs and Gatling Guns Only)
Fire any of these (MGs) which did not prolonge or change its direction of fire.

    1. Fire Guns
    2. Remove Casualties
    3. Check Morale

D. MELEE PHASE Resolve every step on EACH melee before moving on to the next Melee.

    1. CLOSE ASSAULT FIRES
    2. MELEE RESOLUTION
    3. CASUALTY DETERMINATION
    4. DEMORALIZED FLEE MOVES

E. COMMAND AND CONTROL PHASE

    1. MORALE RECOVERY CHECKS
    2. MAKE AMMUNITION DEPLETION CHECKS ( ON SPECIFIC TURNS)
    3. ISSUE OPERATIONAL ORDERS
    4. PLACE TACTICAL CHITS

COMMAND AND CONTROL

GLORY can be played as a very simple or a complex game based on the desires of the players. The use of numerous combatants will slow play and complicate the flow of action. However large battles are not beyond the scope of the rules. When playing small skirmish actions many of the requirements found in the Orders section can be ignored after the initial pregame set up has been completed.

2.1 ORDERS

Each thirty (30) man command or player must be issued one of fives types of orders.

2.11 HOLD: A unit must stay at their location OR defend a terrain feature. The command can preform whatever tasks are necessary in order to hold the area.

2.12 ATTACK: A unit must attack an enemy force or an objective as soon as possible. An objective should be a specific terrain feature such as the church or bridge. The attack will continue until the objective is secured. At that time the attacking unit will change to Hold orders. If attacking an enemy force, the attack will continue until the enemy force is destroyed.

2.13 FIRE: This order allows a unit to fire its first volley or aim at a specific target. They are given to artillery elements and to units who are holding but can support by fire. Cease fire orders are automatic if the firer becomes blocked , if charged, or their general orders are changed.

2.14 WITHDRAW: The unit will retreat to a specific terrain feature, off a friendly boardedge, or ordered to hold.

2.15 SKIRMISH/ HARASS: Skirmish orders are the must common orders used by players. It allows for fewer command movement restrictions and faster play. When both sides consist of less than thirty men, then these are the orders given to the players. In larger battles, these orders are used when you want to screen your forces or harass the enemy. Skirmishers will perform any task required to complete the mission and survive. Skirmishers may also be given one of the other general orders to use as an operational guideline.

2.2 TROOP TYPE CLASSIFICATIONS

2.21 FOOT troops include native soldiers, drilled infantry, dismounted cavalry, and artillery crews (when artillery function rules do not apply).

2.22 MOUNTED troops include men mounted on horses or camels whether drilled or native. Drilled cavalrymen receive movement advantages and are at least regular rated troops.

2.23 TRANSPORTS includes most equipment. Drivers will only drive. They can become casualties. If forced to flee and cannot take the transport, then he will flee on foot and be treated as a Foot soldier. Transports will not have a formation. Their draft animals will indicate their direction of movement.

2.24 ARTILLERY includes the gun and crew. Its limber is rated as a transport. Artillery does not have a formation buts does have a facing. The facing is the direction that the gun is pointed.

2.3 CASUALTIES

2.31 Artillery guns start with a crew of four men. A gun which has only two crew remaining can fire only every other turn. Also the amount of time required to conduct other functions is also doubled. A non-trained soldier can replace a casualty BUT once all trained crewmen have become casualties, then the gun cannot be fired.

2.32 Draft animals and cavalry mounts which are wounded will automatically be killed instead.

2.431 Artillery fire inflicted casualties based on a seperate roll per casting in the kill zone.

2.432 Skirmish fire is conducted as a man on man procedure. A firer will target a specific target.

MORALE

In tactical situations, the combatant's morale is significant in determining a battle's outcome. However, an attempt is made here to prevent any one concept from dominating play. Therefore every soldier is considered to have enough willpower to remain in battle under resonable conditions. The morale rules should be viewed as OPTIONAL and incorporated by experienced players.

3.1 MORALE CHECKS

Checks are conducted by individuals rather than units and are made when it :

    1. Has its unit leader killed
    2. Sees a Commander or Major rated leader killed or fleeing
    3. Moves within or has a demoralized leader move within 15 yards
    4. Sees a friendly soldier killed within 15 yards
    5. Is in the kill zone of a firing gatling gun/machinegun
    6. Is demoralized and is trying to recover morale
    7. Soldiers losing a melee and reqiured to Flee are Demoralized automatically

3.2 MORALE FAILURE

When a soldier fails morale, the following guidelines are used to determine the results.

    a. It must conduct a Flee move or move into covered terrain.
    b. If it is in covered terrain, then it must conduct a flee move.
    c. The flee move is conducted at the time of failure.
    d. It becomes demoralized and remains so until it passes a recovery attempt.

3.21 Demoralized men cannot charge, counter-charge, fire wepons, issue orders, react to new orders, or move closer to the enemy.

3.22 Demoralized men can melee and use close assault fire only if they are charged.

3.23 Men recover from being demoralized, if they pass a morale check during the Morale Recovery Phase.

3.3 MORALE CHECK PROCEDURES

The procedure is to roll a d10 die. The result rolled is referred to as the base number. The base number is adjusted by the situation modifier. If the modified result is THREE or higher (3+), then the soldier passes the morale check. One morale check is made per cause and at the moment of occurrance.

3.31 Situation Modifiers

    A good status leader is within 30 yards and visible +2
    It is part of a unit formation +1
    It is in "cover" terrain +1
    Checking due to a leader casualty -1
    It is Demoralized -1
3.32 Situation Modifiers
    It has a Veteran or Fanatic Rating +3
    It is a Leader +2
    It has a Regular rating 0
    It has a Green rating -1
    It has a Levy rating -2
    It is Wounded -3

FORMATIONS

4.1 GENERAL

Formations are unit configurations used by commanders to control movment and fires. Due to the individual scale of the system the use of formations is limited.

4.11 Infantrymen and cavalrymen are deployed as skirmishers regardless of location.

4.2 POSITIONS

Soldiers will automatically assume a standing, kneeling or prone position depending on the terrain & situation. The turn's length allows for a man to change position and still fire or melee.

4.21 Gun crews and other support personnel, such as drivers, are constantly changing position in order to preform their duties. Facing and other actions are not required to be conducted by each man

4.22 Prone positions is an optional rule.

4.221 Soldiers in a prone position cannot be spotted unless they shoot.

4.222 Wounded soldiers are not considered prone if contacted by a charger.

4.223 Draft animals and cavalry mounts cannot lay prone.

4.224 Prone soldiers who are charged cannot counter-charge.

4.224 Prone soldiers who are charged will automatically stand if the charger starts his move from over 10 yards to the front of his stand.

4.225 If the charger is to the rear or side of his stand, then he must attempt to stand. It will cost the prone defender 3 additional MPs to stand and one additional MP to turn and face the charger. If he is successful in meeting the charger, then he can melee BUT cannot use CAF.

4.226 Enemy soldiers who come within 10 yards of a prone soldier will automatically spot him.

MOVEMENT

5.1 MOVEMENT POINTS (MP)

5.11 Each casting will be allowed a number of movement points per turn.

5.111 Foot soldiers have 5 MPs per turn.

5.112 Mounted soldiers (non-drilled trained) have 8 MPs per turn.

5.113 Drill-Trained Cavalry have 10 MPs per Turn.

5.114 Players are encouraged to allow certain Native foot troops, such as Zulu and Dervishes, to have 7 MPs per turn.

5.12 A casting does not have to spend its entire MP allowance.

5.13 A casting cannot preform a function which would cause it to exceed its MP allowance.

5.14 The cost to move is based on the terrain it has entered .

5.141 It will cost additional points to move in certain ways. Example: A soldier who crosses a fence (+1) to enter a conifer woods (2) will pay a total of three MPs to enter it.

5.18 Skirmishers will add ONE MP to their movement rate during a charge. Cavalry add THREE MPs when charging PLUS an additional ONE if also a skirmisher.

5.19 Skirmishers can move in a 30 degree arc from their initial facing. The change of direction is considered a facing change so the one MP penalty must be paid.

5.15 It costs ONE MP to change facing for skirmishers.

5.2 FLEE MOVEMENT

Fleeing is a movement action caused by melee or morale loss.The required move is conducted at the time of the loss.

5.21 Soldiers will flee even if they have already moved that turn.

5.22 A fleeing soldier cannot move adjacent to an enemy soldier unless they are in a building , fortifications or on a boat or train.

5.23 The soldier can never STOP movement adjacent to an enemy soldier. If forced to do so, then the fleeing man will surrender.

5.24 The fleeing soldier must move 50 yards OR at least 10 yards and into covered terrain. If the soldier's initial hex was cover, then he must flee the entire 50 yards.

5.25 The boardedge is considered covered terrain for fleeing purposes.

5.3 FORMATION MOVEMENT will added in a later issue as advanced rules.

5.4 TRANSPORTS

5.41 Transports include wagons, boats, trains and pack animals. They can either be loaded, unloaded or moved in a turn. More than one action per turn is not allowed.

5.42 In basic scenarios transports can only move. In advanced scenarios they can also be unloaded and loaded.

5.43 Transports move at a rate of one MP per draft animal. If the draft animal is a horse, then the rate is two MPs per horse. Draft teams of mixed animals are not allowed.

5.44 Elephants, camels and other pack animals move at the rate printed on the counter.

5.45 Rules covering the use of boats and trains will be listed in the scenarios and expansion sets which include them.

5.46 It requires four turns for a non-gun carrying pack animal to be unloaded. It requires ten turns for a gun carrying pack animal to be unloaded and the gun deployed for action.

5.47 It requires ten turns (five minutes) for a group of four men to load or unload a transport. The rate is increased by two turns for every man less than four used.

5.5 ARTILLERY CREW OPERATIONS

Artillery crews are considered to be preforming all of the tasks needed to fire the gun without physically moving from the gun. This includes the unloading of ammunition from the caisson located adjacent to it.

5.51 If the ammunition wagon or caisson is not adjacent to the gun section, then a soldier will have to move to the wagon and get ammo every four turns.

5.52 The changing of a gun's direction of fire is conducted as part of movement. The direction of fire can be shifted to any new direction during the turn.

5.53 The system's time scale would require a large number of turns to put a gun into action. Therefore the following rules are used in basic games.

5.531 Unless otherwise stated, a gun will begin the scenario unlimbered.

5.532 Deployed guns can move only by prolonging. It is conducted by moving the gun. Guns can prolonge only 5 yards per turn. Guns cannot be prolonged into terrain prohibited to artillery.

5.533 Guns transported by pack animals move at the Draft animal rate.

5.534 Limbered guns move at the rate listed in rule 5.43.

5.54 Advanced scenarios allow for guns to be unlimbered. It takes ten turns to unlimber and prepare the gun for action. Players can use a d10 to keep track of the elapsed time.

MELEES

6.1 GENERAL

6.11 A melee is initiated by a player declaring a charge and moving into contact with the defender. A counter-charging defender must move directly at the charger. The charger can change direction up to 30 degrees to make contact but will pay the one MP facing change penalty.

6.12 A melee must be resolved completely before moving on to the next melee. If a soldier is being attacked by three men and he is killed by the second man, then the third melee would NOT be resolved.

6.13 A melee consists of four steps. These are:

    a. Charge Response. When the charge is declared, the target must elect to counter-charge OR stand and receive the charge.

    b. Close Assault Fires. Elgible soldiers fire and resolve any hits.
    c. Hand to hand combat. Determine the winner of the melee.
    d. Casualty determination. Determine wounds and kills. Conduct flee moves.

6.2 CLOSE ASSAULT FIRE (CAF)

6.21 Defenders who stand and receive a charge can use CAF.

6.211 These defenders must be armed with a pistol, hachet . Any thrown blade is rated as a hachet.

6.212 Defenders armed with a rifle or javlin can use them for CAF IF they did not use the weapon during the Fire Phase.

6.22 Counter-charging men armed with pistols can use CAF.

6.23 Weapons including pistols can be used only once per CAF.

6.24 Close Assault Fire Resolution Table

6.241 Roll a d10 and consult the CAF Table.

6.242 If the charger is killed, then the melee is over unless there are multiple chargers.

6.243 If the charger is wounded, the charger can flee or fight as wounded.

6.244 If the firer missed, then hand to hand combat is resolved.

6.25 CAF TABLE

WEAPONMISSEDWOUNDEDKILLED
PISTOL0-12-3-4-56-7-8-9
RIFLE +0-1-23-4-5-67-8-9
JAVLIN + *0-1-23-4-5-6-78-9
HACHET *0-1-2-34-5-6-7-89

(+) : Use only if not fired earlier in the turn
(*) : If the charger has a shield or body armor, then -1 from the die roll.

6.3 HAND TO HAND COMBAT RESOLUTION

The combat resolution system is a comparison of the soldier's ability, skill and weapons.

6.31 The Melee value is based on the weapon and the soldier's training.

6.32 A die roll is used to reflect ability, faulty weapons and other unpredictables.

6.33 The combat resolution procedure is:

    a. Each player rolls a d10 for their combatant
    b. The number rolled is added to the soldier's melee value
    c. The sum is modified by terrain and situation modifiers to produce a final melee strength.
    d. The combatants' strengths are compared with the higher total being the winner
    e. The winner rolls on the Melee Casualty chart to determine the effects on the loser.
    f. If the totals are equal , then they are locked in combat until the next turn OR either player may flee.

6.341 A standing foot or mounted defender can be contacted by up to THREE frontal FOOT chargers and ONE charger from the Rear. A total of four foot chargers can be in contact.

6.342 A standing foot or mounted defender can be contacted by only ONE charging MOUNTED soldier to its front and ONE to its rear. A total of TWO mounted chargers can be in contact.

6.343 A standing foot or mounted soldier can be contacted by ONE charging MOUNTED AND ONE FOOT soldier to its front and rear. A total of TWO chargers can be in contact.

6.344 The number of chargers which can melee with a standing defender may be limited by terrain. For example only one charger is allowed to contact a defender frontally who is guarding a window or is adjacent to a doorway. Other example include narrow bridges, fords and standing by a tree or a wall.

6.351 The charger and counter-chargers must have enough MPs remaining to contact the enemy even in poor terrain.

6.352 A charger and counter charging defender can only be contacted by ONE enemy soldier. Other soldier who would contact the chargers/ counter-chargers either flow around the melee and continue their move OR they will stop and wait for the melee to be concluded.

6.36 A mounted cavalryman who is charging with a lance receives an additional +4 when charging. This is shown by a (+4) on the counter.

6.37 A fleeing combatant must move 50 yards away from the victor. He is also classified as demoralized. He cannot move adjacent to the enemy during the move. See rule 5.2.

6.38 A soldier receives the terrain defensive modifiers only if he stands and receives the charge. Chargers and counter-chargers do not get terrain modifiers.

6.39 A wounded soldier which has been wounded again will roll a d10 to see if the additional wound will kill him. An odd roll will kill him. An even roll indicates that the additional wound is minor. A soldier will automatically die after receiving four wounds.

6.4 Use the following table to determine a soldier's melee value:

Weapon or StatusValue
Sword, Long Spear+3
Thrusting Spear+4
Rifle w/ bayonet+4
Halbard, Axe+4
Rifle as club, Javlin armed+2
Hachet, Knife, Small blade+1
Leader (any class)+1
Veteran or better+1
Green or worse-1
Wounded-3
Shield Armed+1
Attacked from Rear-4
Elevation Advantage+1
Prone (Opt) -3

WEAPON FIRES

7.1 INDIVIDUAL/ SKIRMISH FIRE

The most common type of weapon's fire used in "GLORY" is individual fire by skirmishers.

7.11 Fire is resolved on a man to man basis. There is no kill zone or penetration. It is strictly a hit or miss situation.

7.12 The firing procedure is :

    a. Designate a target and successfully sight it.
    b. Index the weapon class with the range.
    c. Adjust the to hit number by terrain, firer and target modifiers. The modified number is referred to as the Target Aquisition Number (TAN)
    d. Roll a d10 and if the number is equal to or higher than the TAN, then the target is hit.
    e. Roll on the Weapon Fires Casualty Chart to determine the severity of the wound.
    f. Conduct any required morale checks and flee moves.

7.13 Weapon Effectiveness Chart

CLASSRANGE yds/m
0-56-2526-5051-100101+
A12368
B23479
C34689
D557910
E4491010

7.14 Target Aquisition Number Modifiers

Modify the TO HIT number.

Firer:

    Moved +1
    Is Mounted +2
    Is behind Low walls +3
    Is Wounded +2
    On a High wall platform +3
Target:
    Moved 10+ yards +1
    Is in Rough/Woods +2
    Is behind metal cover +7
    Is in Fortifications +3

7.15 Weapon Fires Casualty Chart Roll a d10.

    1-2-3-4: Killed
    5-6-7-8-9-0: Wounded

7.3 Sighting

The process of spotting and aiming at a target is called sighting. Though the man is visible on the board, it does not mean that the firer will have an unobstructed view of the target. Any movement, diversion, cover or unexpected event could cause a failure to sight.

7.31 Visibility can be limited by the weather or terrain. The ability to see the target is called establishing a line of sight (LOS).

7.311 Unless limited by smoke, weather or time of day, the LOS extends the entire board.

7.312 The LOS is blocked by terrain features, formations, artillery and transports.

7.32 Sighting is automatic as long as the LOS is clear.

7.33 The target will remain sighted as long as the LOS remains clear.

7.4 Ammunition Supply

Unless specified by the scenario, enough rounds of each ammunition type are available to last for the duration of the battle.

7.5 BLOCKING FEATURES

Blocking features will stop weapon's kill zone and the LOS for sighting.

7.51 The kill zone of cannister, gatling guns/MGs, and volley fire is stopped by walls, fences, fortifications, buildings, hills, formed troops, rough and woods.

7.52 Fire effects will extend 5 yards into the blocking terrain but not through it.

7.53 Non-exposed soldiers in gulleys, sunken roads, certain fortifications and behind high walls are protected from all fires except shrapnel bursts. If soldiers move or fire from these positions then they can be hit.

7.54 Men in buildings who are not at doors or windows cannot be targeted by any fires.

7.55 Ball ammo is stopped by hills, buildings, fortifications, rough and woods.

ARTILLERY

8.1 GENERAL

The effectiveness of artillery fire is based on the type of ammo used by the gun. The crew will automatically select the correct ammo type based on target type.

8.11 Smoothbore cannon will use cannister for ranges up to 60 yards and ball ammo for longer ranges.

8.12 Smoothbore howitzers/mortars will use cannister for ranges up to 60 yards and can use either ball OR shrapnel for longer ranges.

8.13 Rifled guns and breach loading guns will use cannister type rounds for ranges up to 60 yards and improved shrapnel ammo for longer ranges.

8.14 All cannon can fire once per turn. Gatling guns and Machineguns can fire two bursts per turn. Note: Secondary Fire Phase.

8.15 The firing procedure is:

    a. Designate a target
    b. State the type of ammunition to be used.
    c. Determinine the kill zone or impact area.
    d. Determine what is in the kill zone.
    e. Determine the effects on items located in the kill zone.
    f. Remove casualties
    g. Conduct morale checks and flee moves.

8.2 AMMUNITION TYPES

8.21 Cannister and grapeshot are treated the same. The kill zone width is the width of a 81/2" x 11" sheet of paper with the short end parallel with the front of the gun.

8.211 It extends foward up to 60 yards or until it contacts blocking terrain(See rule 7.5).

8.212 Equipment cannot be damaged by cannister rounds.

8.213 Roll a d10 for each man and animal located in the kill zone.

8.2131 The hit results are:

    1-2-3-4: Kill
    5-6-7-8: Wound
    9-0: Miss

8.22 Ball ammo is solid shot.

8.221 The kill zone consists of a THREE yard wide extending from the frontal midpoint of the gun section. OR use the width of a standard yard stick and it can be used as a player aid. The kill zone extends off-board or until it hits a blocking feature.

8.222 Roll a d10 to determine any effects on items in the kill zone. Roll for items starting with the closest one to the gun.

8.2221 Artillery Fire Casualty Chart
The hit results are:

    1-2-3: Kill
    4-5-6-7: Wound
    8-9-0: Miss

8.223 A wounded animal is killed.

8.224 A wound or kill result will destroy a piece of equipment AND stop the kill zone.

8.24 Shrapnel and shell are used by smoothbore howitzers and mortars.

8.241 Designate a target which must be located in the Sighting area (8 1/2" the width of a sheet of paper) from the front of the gun section.

8.242 The firer must make a deviation roll by using a d10 .

8.2421 The deviation roll chart is:
0-1-2-3: On target
4-5: Subtract TEN yards
6-7-8-9...Add FIFTEEN yards

8.243 The adjusted point is called the impact point.

8.244 The kill zone consists of a FIVE yard radius measured from the impact point.

8.245 Roll on the Artillery Fire Casualty Chart and ADD ONE to the die roll. A miss is an airburst.

8.246 Equipment is destroyed only on a Kill result.

8.247 If the impact point is in a building then the kill zone is only a Three yard radius.

8.248 A building wall is not affected by being in an impact zone.

8.25 Improved shrapnel is the basic ammunition for all breach-loading and rifled guns.

8.251 Improved shrapnel fire is treated the same as shrapnel fire. However its accuracy and destructive power is better.

8.252 Subtract ONE from the deviation die roll.

8.253 Subtract ONE from the Artillery Fire Casualty Chart die roll.

8.254 Equipment is destroyed on a wound or kill result.

8.255 A building wall is reduced to a low wall openning with three hits. This represents a direct fire employment of the gun.

8.256 If the impact point is in a building, then the kill zone remains FIVE yards.

TACTICAL TERRAIN DEFINITIONS

9.1 GENERAL

Terrain is classified as predominant, linear and special. Features often consist of several elements such as a mixed woods patch will include trees, rocks and brush

9.2 PREDOMINANT TERRAIN

9.21 CLEAR. Most terrain is regarded as clear even though it actually contains some irregularities or other non-hindering items.

9.22 BRUSH. It includes high grass, bushes and ready to harvest fields.

9.221 It blocks LOS and It reduces the sighting chance for men firing out of it.

9.222 It will NOT affect movement or melees.

9.223 It does NOT affect artillery or weapons fire effectiveness.

9.23 ROUGH. It is patches of rocks and other obstacles which hinder movement and fire.

9.231 It is a blocking feature to LOS and fires.

9.232 It reduces the chance to sight men located in it.

9.233 Defenders get a bonus standing and receiving a charge.

9.234 Mounted and wheeled movement is at 1/3 speed)

9.235 Transports and wheeled guns must roll a d10 when trying to enter it. If the result is odd, then the item breaks a wheel and cannot move for the rest of the game. Guns cannot fire any longer..

9.236 It counts as cover for morale checks and fleeing troops.

9.237 Rubble and displayed shell holes are treated as rough areas.

9.238 Foot Troops -1MP each turn they are located in rough.

9.24 CONIFER WOODS. This consists of a wooded area with little or no undergrowth.

9.241 Oasis palms and orchard groves are considered to be conifer woods.

9.242 Mounted and transports move at 1/4 speed.

9.243 Foot Troops -1MP each turn they are located in Conifer woods.

9.244 It blocks LOS, artillery and weapon's fire.

9.245 It counts as cover for morale checks and fleers.

9.25 MIXED WOODS. This consists of wooded areas with heavy undergrowth.

9.251 Mounted and wheeled movement is not allowed into it.

9.252 Foot Troops -2MP each turn they are located in mixed woods

9.253 It blocks LOS, artillery and weapon's fire.

9.254 It counts as cover for morale checks and fleers.

9.26 PLOWED FIELDS.

9.261 There is no effect on foot movement, mounted movement or melees.

9.262 Wheeled items will treat it as rough terrain. See 9.234 and 9.235.

9.263 There is no effect on fires, melees or morale checks.

9.264 If it is harvest time then it is also treated as brush. Otherwise there is no effect on LOS/sighting.

9.27 SAND. It is found on beaches and in the desert. It is deep sand that will impede movement.

9.271 All Troops and wheeled transpotrs, -2MP each turn they are located in sand

9.272 Troops with a special movement ability (as listed in the scenario) pay only a reduction of -1MP per turn for entering sand. Examples include camels, desert tribesmen and Dervishes.

9.273 All troops can charge into but not through sand.

9.274 There is no effect on LOS, fires, artillery, morale or melees.

9.28 SNOW. This represents patches of deep snow which will impede movement.

9.281 All troops and equipment -2MP each turn they are located in snow.

9.282 Troops can charge into but not through it.

9.283 There is no effect on LOS, fires, artillery, morlae or melees.

9.284 MUD is treated as deep snow.

9.3 LINEAR TERRAIN FEATURES .

9.31 FENCES. These are wood structures.

9.311 Some solid wood walls may be considered part of buildings or fortifications.

9.312 It costs foot and mounted troops an -1 MP to cross. Wheeled items /pack animals cannot cross.

9.313 In certain scenarios, fences can be destroyed. It requires two castings two turns or one casting four turns to destroy 10 yards of fence.

9.314 Fences have no effect on fires, melees, LOS, sighting or artillery fire.

9.32 LOW WALLS. These include walls less than five feet high.

9.321 It includes building sides which contain a window or a hole in the wall.

9.322 It includes hasty works and other forms of barricades.

9.323 Artillery, pack animals and transports cannot cross it.

9.324 Mounted troops can only jump it as part of a charge. It costs an additional 4 MPs to cross it.

9.325 Foot soldiers can cross walls at an extra cost of ONE MP.

9.326 It will block artillery and weapon fires. It will block LOS.

9.327 Walls will reduce the sighting chance.

9.328 It is treated as cover for fleeing troops and morale checks.

9.33 HIGH WALLS. These include walls over five feet high.

9.331 A firing platform may be part of a high wall. If a soldier is on the platform, then he is treated as being behind a low wall.

9.332 Soldiers using firing ports in a wall can be hit by enemy fire.

9.333 They cannot be crossed by artillery, transports or mounted men.

9.334 Foot troops can climb the walls at a cost of 4 MPs. Using a ladder costs only +2 MPs

9.335 They will block LOS, artillery and weapon fires.

9.336 Men cannot be sighted behind walls unless they are on platforms or at ports.

9.337 They count as cover for morale checks and fleers.

9.338 Only men on platforms can be meleed. They receive an elevation bonus against the climbing charger.

9.34 Sandbag and mealybag walls are rated as either low or high depending on their height.

9.35 Barbwire is treated as fences but it costs THREE additional MPs to cross. Barbwire has NO effect on fires or LOS/Sighting.

9.4 SPECIAL FEATURES

Special features contain a combination of linear and dominant elements.

9.41 BRIDGES allow for movement across water and gorges at clear terrain movement costs.

9.411 A wood bridge can be burned or blown up in certain scenarios. Four artillery hits on the bridge will destroy it.

9.412 A rope bridge can be burned or cut by one man spending two turns performing the function.

9.413 A stone bridge can only be destroyed by a demolition charge. The procedure must be listed in the scenario IF possible. Game designers please do not make it easy to use these primative devises.

9.414 A buttress of a stone bridge, if it has one, is treated as a low wall.

9.42 FORTIFICATIONS consist of several different features combined in the display. No fortification will be exactly the same. Some will include platforms and others ports. Some may contain bunkers which are treated as buildings.

9.421 They are blocking features to LOS, artillery and weapon fires.

9.422 They are considered cover for fleeing troops and morale checks.

9.423 They cannot be destroyed by any artillery fire due to its reinforced nature.

9.424 Defenders may be subjected to fires if they are at ports or on platforms.

9.425 Defenders will receive an elevation bonus when receiving a charge.

9.426 Troops pay movement penalties depending on the terrain type. Example: Barbwire, walls.

9.43 BUILDINGS include mud and stone structures.

9.431 The walls including interior walls are high except at doors, windows and holes.

9.432 Interior hexes are considered to be clear.

9.433 A closed door is considered to be a wall with a firing port. If undefended it can be openned at the cost of ONE additional MP (+1).

9.434 They are blocking features to LOS and fires.

9.435 They are considered to be cover for fleeing troops and morale checks.

9.436 They can be entered through doors(at no additional cost if open), windows and holes.

9.437 Tentage only stops LOS and has no other effects on the system.

9.44 HILLS are a combination of slopes and hilltops.

9.441 The higher area is considered upslope.

9.443 Slopes costs an additional MP per turn to traverse.

9.444 Slopes are considered rough to weapon's fire.

9.445 They will block LOS, weapons' fire and artillery fire if the firer is at a lower elevation. If the firer is uphill it must be adjacent to the slope in order to establish a LOS with a target at a lower elevation.

9.446 Men at a higher elevation receive a melee bonus.

9.447 Slopes and hilltops have no effect on fleeing troops or morale checks UNLESS it blocks LOS with every enemy soldier, then it counts as cover.

9.45 METAL COVER are located on trains and some boats.

9.451 They stop all weapon, gatling gun shrapnel, and cannister fire with no damage to men behind it. Unless they are at a window or firing port.

9.452 Ball and Improved shrapnel rounds must roll to see if they penetrate. Roll a d10 and if the result is 0-1-2, then the round penetrates and does damage normally.

9.453 It counts as cover for morale checks and fleeing troops.

9.454 It blocks LOS.

9.5 WATER FEATURES

9.51 BANKS include lake shores and river banks. Unless part of a slope, there is no extra cost to cross.

9.52 FORDS are the shallow part of an otherwise deep water feature. Use Stream Rules.

9.53 PONDS are small water features which may be entirely located on the board. They will include the water part of an oasis. They are rated as shallow and calm.

9.54 LAKES may partially or entirely be located on the map. They are rated as deep and calm.

9.55 RIVERS contain water which is rated as deep and swift except at a ford.

9.56 STREAMS

9.561 Their banks are gentle with no aditional MP cost. However the stream will cost +2 MPs to enter.

9.562 Defenders in a stream are at a lower elevation to attackers on the bank.

9.563 The water is rated as calm and gentle.

9.57 SEACOASTS extend along a boardedge. It will be water in the form of surf. The scenario or its custom designer will determine the beach area.

9.571 The beach will be firm except for areas which are designated as deep sand.

9.572 The surf is rated as shallow and swift.

9.58 WATER DEPTHS (Data for player designed scenarios)

9.581 SHALLOW water costs extra to enter.

9.582 DEEP water must be crossed by swimming or at a bridge.

9.59 WATER CURRENT is the speed at which the water is flowing.

9.591 CALM water is easy to cross and has no additional effect on movement.

9.592 SWIFT water is difficult to cross. Each turn it costs +2 MPs for a man to (swim) be in Swift water. Water rated as both deep and swift cannot be entered even by swimming.

9.593 Water Summary: Deep-Swift cannot be crossed. Deep-Calm can be swam. Shallow-Swift can be swam. Shallow-Calm is crossed as a ford or stream.

CUSTOM ORGANIZATIONS

This section allows the players to custom design forces for their own scenarios.

10.1 FORCE-TROOP POINT SYSTEM

Historical order of battles or the following point system can be used to determine the size of the combatant forces. The cost per man is ONE for the man + Morale + Training + Type of Equipment. The force total may be augmented by wagons and artillery.

Training and Morale CostsPersonal Equipment Costs
Veteran or Fanatic +3Type A rifle +15
Regular trained +1Type B rifle +10
Green or irregular 0Type C rifle +7
Levy or unwilling -2Type D weapon +5
Cavalry or mounted +3Type E weapon +3
Artillery trained +4Lance, Pike, Long spear +3
Assistant Leader +1Thrusting spear, Halbard +3
Unit Leader +3Sword, ax, javlin, club +2
Chief, major, Commander +6Shield, hachet +1

Heavy Equipment Costs

    Smoothbore cannon +20
    10 bursts of Gatling gun/MG ammo +20
    Howitzer or Mortar +25
    10 rounds of any artillery ammo 15
    Rifled and breach-loaded guns +30
    Cannon Limber and/or caisson +10
    Gatling gun or Machinegun +40
    Elephant or pack animals +10
    Wagon +10
    Draft animal (oxen, horses, mules) +5

10.2 ORGANIZATIONS

Most countries used a structured system which established a chain of command and unit strengths based on Five or Ten men sections.

10.21 The maximum size of a command is thirty men. Detachments in multiples of five mencan split from the parent unit.

10.22 Artillery gun sections act as a seperate unit or under the direct control of a field commander.


Back to Time Portal Passages April 1999 Table of Contents
Back to Time Portal Passages List of Issues
Back to MagWeb Master Magazine List
© Copyright 1999 by Rudy Scott Nelson
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com